106,757 Commits over 3,836 Days - 1.16cph!
Fixed a couple of packing bugs
Added nav_grid convar + ai tweaks.
Ai tweaks, better dynamic cover.
Finished packer improvements + cleaned up
Added sysuid console command (prints unique device identifier)
Can once again paint terrain in play mode in the editor
Updated mountain placement topology filter
Tighten the dynamic volume a bit, so that it's faster to generate on spawn.
More robust dynamic cover point volumes.
Updated mountain biome maps
Fixed NRE in dynamic cover volume generation.
Removed deprecated nav_local
Dynamic generation of cover point volumes.
Fixed construction atlas material
Some preparations before pushing branch to main
Updated mountain placement biome filter
Updated biome map auto bake (now splat based)
Updated terrain splat transfer (better blending)
Implemented mountain biome map transfer
Re-exported mountain biome textures
file cabinets models/cols/prefabs/textures
Spawn mountains after all terrain maps have been generated
Biome textures for all mountain prefabs
Splat texture for mountain 5
Cover points has a score associated with them.
fixed bug allowing bypass of time based options
shortened mineral analysis duration
analysis now shows surface resources as well as deep mining resources
Added partial packed map reuse
Changed packed texture internal folder structure
Added a couple more tools for data gathering
survey crater analysis baseline
survey craters can be mined for surface resources
Another round of safe-guarding navmesh agent usage.
AiManager and DynamicNavMesh now play better together (when managed navmesh grid is disabled).
compile fix for tips CC: Garry
visual storage container baseline (visible items on shelves in radtowns)
fixes for colliders and missing LODGroups on some world models
Enabled culling on glcore
Fixed compute shader error on glcore